Noticed today that some of the images form previous posts have a gray "no entry" preview instead of the real image. Can't quite figure out why.
Well, this blog has been a PITA for a little while now. If it doesn't fix itself or if I can't figure out how to fix it, I'm considering changing the blog provider. I don't really want to use tumblr or image-heavy blog-style sites, so I'll have to do some research. I've got a reddit, hubski, deviantart, and twitter account, so maybe I'll make some kind of swap to one of those.
C'est la vie.
Edit 5/8: Huh. They're all back now. I didn't DO anything!
Pixelated Dice
Sit back, relax, ungrind.
Saturday, April 18, 2020
Friday, March 27, 2020
Sewers Under Kasprah – Gold & Hybrid
The final stretch! Here are all the
gold and hybrid cards!
Click to read. |
These five hybrids were some of the
first I designed. I wanted to make a cycle of cards that show of two
of the new mechanics each, and both mechanics had to fit in either
color of the hybrid. Each are rare creatures that cost 2CC.
Fading Survivor is unblockable, so the
Plunge trigger is inevitable. Spell Fisher is for the Instant &
Sorcery deck. Heartening Guide was made for the Enchantment deck.
After coming up with those hybrids, I
came up with gold uncommons. Each of these uncommons begins with a V,
only costs two mana, and represent the color pairs that were not
represented in the first set of hybrids (therefore, the two colors, I
think, do not have two mechanics to go with them). Originally, each
of these was common, and cost 1 generic mana extra.
Four of them act as removal. I kind
wish I had figured out a Simic removal for the last one. Oh, well.
After coming up with all of the
previous gold and hybrids, I had some ideas that worked best as gold
cards, though they never quite reached a new gold cycle. I've got an
extra white and am missing a black. Booooo.
Enraged Humonuculus is kind of the
opposite of an Instant/Sorcery archetype, which I might find
interesting to try. Imagine if I flipped archetypes on their head, so
as to find ways of making them in unlikely color pairs?
Refulgent Armor is another technically
colorless artifact, but since both activated abilities require a
color, I consider this a gold card. You could use it in a deck that
is only one of the colors for only one of the effects, if you like.
Muck Mole goes heavy in the Drain &
lifegain decks, and I looked to Dread Presence for inspiration.
The final card is our Planeswalker,
Ubrak. I decided for the storyline that he might be a Planeswalker
who found himself on Kasprah and decided to wreak havoc, leading a
rebellion to sow chaos. I picture him as an orc that looks similar to
Dire Fleet Captain in art. His first ability (+1) gives you Flush for
free, and fuels his second ability (-3) as removal. His last ability
(-4) is simple land destruction, and therefore not particularly an
ultimate, per se, but I liked the flavor of Ubrak wanting so much
choas and destruction that he's destroying the sewers entirely.
Besides, it is flavorfully similar to a mean Burst: instead of blowing up
your own lands, you blow up your opponent's (though, of course, they
get no value from it).
So that's all the cards I came up with
on this first round. Not quite enough for a full set, but now I'll be
refining and reworking the concepts and settle on some archtypes. I
also have been wanting to make a set with a flavor of old-school
Magic (because everything I do is nostalgic, apparently), so the next
round of cards will probably have the old style card frame. Which
also means I'm probably not going to have new card types, like
Planeswalkers, and possibly no equipment or vehicles. We'll see how
it all works out. I do like the look of old frame hybrids, though!
Thursday, March 26, 2020
Sewers Under Kasprah – Extra Red & Blue
Click to read. |
The most interesting card here is
Divergent Fork, which is like normal Fork, but you must choose
new targets if able. I originally called it Fork Off when it was just
a complete joke set, but I kind of liked the idea of the card, so now
Divergent Fork sounds more like it's a new tunnel in the sewer.
Hostage Negotiation
I think is neat. Not only is it a normal threaten effect, but you get
to kill the hostage if one of your own creatures takes damage on your
next swing. It no longer becomes a simple "I borrow your
creature for one turn" effect, and now the sacrifice effect that
makes threaten effects more useful is stapled right on the card.
Purger's
Saber is a Red artifact to go in the Red/White equipment deck. It
doesn't have to go in
a red deck, but it just makes the equip cost much cheaper. Also
technically it matters that you're in Purger colors (who are all
Humans and Dwarves and cover all colors except blue).
Burrow Squad is
land destruction on a stick, which makes it a pretty powerful bomb
all told, which is why I made it such an expensive card.
Read the Waters is for the Red/Blue
Instants & Sorceries deck, though I want to come up with
something cooler for those colors, now that I've seen the recent sets
with "draw your second card" and "cast a spell on an
opponent's turn" as the Izzet archetypes.
Backflow is a huge tempo play, but when
you bounce only a token (therefore you do not get to turn off your
opponent's next draw step), you get to draw a card yourself, evening
out the effect.
Mutating Waters is a blue removal
spell, and though in recent sets you make blue frogs instead of green
frogs, I already had a green frog theme going before I made this card
so I decided it was not important to make another token just for a
color change.
Locked Grate is a super slow Millstone,
but if you want to make the Esper Mill deck a thing, here's one
option. I've seen too many mill decks recently, so the idea has lost
its charm, though when you're lost in the sewers you are quite likely
to go insane, so it's tough to part with the idea...
Jammed Floodgate works well as both a
bounce lock on your opponent, but can also serve as an expensive way
to blink your own creatures. The blink deck idea is starting to sound
more fun...
Wednesday, March 25, 2020
Sewers Under Kasprah – Extra Black & Green
Extra black cards, with a Rats tribal
theme...
Click to read. |
I like the idea of Scrabbling Rats as a
deathtoucher that can grow bigger, though of course the activation
cost is pretty high. Rat Bite acts as straight removal if you want,
but you have the ability to make the momentary deathtouch not be on
the brand new Rat token. (I don't know why you wouldn't but I like
giving players edge-case options).
Cannibal Orgg is a Flush payoff I
forgot to include earlier. Grit Chamber is a black artifact (I swear
they look so awesome). With this, I wonder if I could push, say,
Rakdos into a discard theme... Long-Tailed Slink is a big powerful
6/6 for 4 with an extra upside, and an extra downside. I do kind of
wonder if this is too big of a bomb, but that's what playtesting is
for. Unnatural Vapors is a black board wipe, but as there aren't very
many artifact creatures, it's pretty much 100% effective (doubtful
you'd have too many Slithering Surveyors). Though I could have
Black/Something be an artifact archetype...
Not much to say about these simple
cards. Blind Hunt is interesting in that you get a consolation prize
if your creature dies in the fight. Works well in the Abzan lifegain
decks.
Map the Sewers allows you to restock
the top of your deck with a bunch of lands, guaranteeing land draws
so you can fuel the Burst cards in your hand. You can also have it be
an ultra slow Rampant Growth early game if you're really struggling
for lands. Knotcroaker generates tokens, though perhaps I might have
changed it to "Whenever Knotcroaker is dealt damage"
instead. Wandering Minotaur is a huge way to ramp and refill your
Burstable lands, making it a massive value engine, though it's not a
bomb that's going to win you the game outright.
Tuesday, March 24, 2020
Sewers Under Kasprah – Extra White
Now we've mostly finished with cards
about the new mechanics, but there always have to be a few simpler
spells. Some of these I won't have too much to talk about.
Click to enlarge. |
Fallback Plan is a good way to save a
creature from combat, however, it sort of acts as a Backup payoff,
because this would only work onyour own creatures if they had
Vigilnce or were targeted for Backup, so they could tap. If you
target an opponent's creature with this (a plan I didn't realize was
possible until I looked at the card just now), you could tap it down
during the Begin Combat step, making it effectively super cheap
removal. I gotta pay attention to those interactions in the future. I
should probably have made Fallback Plan more expensive, or made it
say "Enchant creature you control"...
Inescapable Trap is a much more fun
spell to me. It's an O-Ring, but once you've taken an opponent's
creature with it, they can pay eight mana to get it out. Inescapable,
you say?
Bucolic Homunculus (oops, spelled it
wrong in the title) is an Enchantment payoff for the Green/White
Enchantment deck (though again, I'm reconsidering that since it's not
interesting to me).
Grounding Wire is the first white
Artifact, to go with red's Chainbomb from before. In this set, there
are a few colored artifacts, in particular giving Red/White an
equipment theme (once again rethinking that). Grounding Wire lets you
protect your creatures from damage, but it's not really a splashable
card because the activated ability on it uses only white mana. There
is something so cool about the look of colored artifacts...
Exit Strategy lets you return creatures
to your hand, but only at sorcery speed, so this is not like Fallback
Plan. This is more for a blink deck, which would be interesting to
make White/Blue be a blink shenanigans deck.
Speaking of White/Blue, something I've
never gotten around to mentioning is that there are no fliers in this
set. I considered Bats for flying and Spiders for reach, but
ultimately I stayed away from all of that in favor of pushing forward
the other new mechanics. This meant it was tough for White to not
have as many combat manuevers (flying and, for the most part,
vigilance), which presented quite the challenge for coming up with
white cards. I had also considered earlier on to have Swimming be a
mechanic, which is literally just Flying but likely moved to be
heavier on Blue/Black. I ended up trashing that when I settled on the
three-color mechanics.
Monday, March 23, 2020
Sewers Under Kasprah – Lands & Artifacts
Now onto the colorless artifacts and
lands! There will be more colored artifacts to come.
Click to read. |
This cycle of lands I call Search
lands. Each taps for the four colors of a Kasprah faction, but you
have to spend a couple of turns 'searching' for the ability first.
Pile of Trash is an Artifact Land that
only works once, either as colorless mana, or as an onboard combat
trick. I am certainly aware of the trouble with Artifact Lands,
though my sets are always designed with Limited in mind, so the
Artifact nature of the land is more for flavor reasons—though you
could blow it up with Chainbomb!
Diamond-Tipped Tunneler is the only
Vehicle in the set. I also considered making more Vehicles, but
couldn't come up with anything else interesting. With Diamond-Tipped
Tunneler, I like how it's both a Vehicle and essentially a Traveler's
Amulet.
Alternate Route is basically an
Evolving Wilds for nonbasics.
I almost
got a cycle out of these monocolored lands, but could never quite
come up with a white one. I tried to go heavy on the flavor with
these lands. The disadvantage of three of them is that they come in
tapped; Electric Room does not, but it deals damage to you when you
use it for mana. Electric Room and Pump Room go together, in that
they both have activated abilities for 1CC and a sacrifice. Rat Nest
and Brood Muckery go together in that they both make 1/1 tokens,
though to make them different I made it so the Rat Nest has an
activated ability and Brood Muckery has a triggered ability. The
green land, in particular, offers a go-wide creature strategy, though
as I mentioned before, I may have tokens be Green/Black, so these
lands still work alright.
Sunday, March 22, 2020
Sewers Under Kasprah – Red Flush & Green Drain
Lots of red Flush cards!
Click to embiggen. |
Lots of these cards are your basic red
spells with a Flush tacked on. Shocking Jolt is just Shock with
Flush. However, once more it is important to notice that the cheaper
and easier it is to get a card into your graveyard, the more
expensive the Flush cost. So Shocking Jolt is a cheap little spell,
but costs 5 to Flush.
Clear the Well is a common Flush
payoff, where you deal damage equal to the number of cards you own in
exile. However, since Plunge is also a thing, your opponent with a
Plunge deck might actually help you go off with Clear the Well!
Watch out for Blind Cyclops; it can
also deal damage to your own creatures! Purgebreaker is an uncommon
Flush payoff. You only need to have Flushed one card (or had an
opponent Plunge one card of yours) to give Purgebreaker trample.
Chainbomb is a fun design that I want to explore more. Originally I
had it as only being 'Destroy target artifact' without the other
option, which meant that you might blow up Chainbomb itself if there
are no other targets. At least you are given a small choice here to
deal damage to creatures. However, depending on board state, this
might actually hinder you from Flushing. I wonder if I changed it to
something like it deals damage to you if you can't do the other
options. Arson is simply a rare card (Banefire) with a bonus Flush,
though it's not a payoff the way Clear the Well is.
The green Drain cards are pretty
simple. Shortfanged Slink has no power, but Drains if it isn't
blocked, so it's a bit of an opposite Afflict.
Pesticider and Topside Feeder offer
activated Drain abilities. Lifeblood Enchanter is a payoff for the
Enchantment deck, which I may make be Selesnya, or even Simic, though
I'm not sure I want that to even be an archetype for this set.
Enchantment themes are a bit of a late addition when I was struggling
for interesting cards.
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